Quote Originally Posted by Aco505 View Post
I think that we should have jobs with different DPS patterns (some with strong burst and weaker filler, some with strong filler and alright burst, some in between, etc...), as well as various burst timings (some having strong 60s, some being the strongest at 120s).
We kind of see that in other games, where depth of flexibly timeable burst is considered a powerful utility but is still just that -- utility; that is to say, its value is context-dependent, rather than something you can easily and/or pretty directly calculate.

Give us things within our encounters that would allow burst to be useful but variably so, and, as part of job selection, you'd be determining whether you want to be the kind of player who likes to take priority on this or that sort of responsibility --to have your value depend more on your ability to deal with this or that sort of mechanic-- atop the particular way in which you meet those and other responsibilities (by adjusting your rotation to hit its highest turns right as the need begins, and/or by banking gauge, and/or by adjusting the order of cooldowns, and/or by outright delaying cooldowns when you have to or for greater total damage, etc.).